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Messages - trebor

#31
This stuff is based off my early shadow mapping experiments where I replaced the draw_exp path with some XreaL GLSL shadowmapping code.
It still supported the old ARB shaders for custom effects besides the GLSL path. However projected lights where broken and there was no cascased shadow mapping solution for sun lights.
I also implemented a deferred lighting path but it had bad texture filtering issues when objects had a big distance to other objects behind them.
#32
Nice work
#33
id Tech 4 Needs Help / Re: Modernizing DOOM 3
August 19, 2015, 05:21:30 AM
Fix your assets and look into your qconsole.log.

I just downloaded Zombie's map from http://www.moddb.com/mods/sikkmod/addons/nightmare-burrows and extracted it into a testmod/ folder.
Then I created the testmod.cmd in it with

cd..
start /high RBDoom3BFG.exe +set fs_game_base testmod +set fs_resourceLoadPriority 0

It runs without any problems.
#34
id Tech 4 Needs Help / Re: Modernizing DOOM 3
August 18, 2015, 05:13:30 AM
It is RBDoom3BFG +set fs_resourceLoadPriority 0 +set fs_game modDirectoryName and then it should work without any problems.
#35
Welcome! / Re: Growing the community
August 09, 2015, 09:08:13 AM
Quote from: BloodRayne on August 09, 2015, 08:39:01 AM
I think we should bait members by creating a Doom4 modding section. I know it's going to be extremely limited, but I get the feeling we'll be getting quite a big influx of people wanting to mod Doom3 after it turns out D4 is so limited. If we can prepare for that with a dedicated section I think we can really grow the community. I'm talking banners on IMDB etc..

If we could create a Doom4 modding section explaining how to extract assets from D4 it would be a great start.

We should also create a Steam group and get active there, but I'll leave that up to you HF. :)

I think this is a very good idea.
#36
id Tech 4 Mod Coding / Re: RBDOOM3-BFG GUI system
August 07, 2015, 05:18:26 PM
As I said:

Quote
I also have a .bswf -> Flash converter in the works but it is also not complete:
https://www.dropbox.com/s/8sdnaejpgig8mxs/Screenshot%202015-06-10%2017.49.19.png?dl=0

Then you could use Flash directly with any Flash decompiler to make mods.
#37
id Tech 4 Mod Coding / Re: RBDOOM3-BFG GUI system
August 07, 2015, 10:07:33 AM
You can't at the moment. Replacing is a quite tiresome task and only motorsep did this so far.
The menus are built using Flash and the source flash files where not shipped with the BFG edition. However I already worked on a solution to mimic id Tech's Flash interpreter in Blender.
The .bswf file is a simplified version of the source Flash files but it includes triangles meshes instead of Flash shapes for example.

I already wrote an export bridge using JSON to analyze the data within Blender but it is not finished.
https://www.dropbox.com/s/q11glupsdetx3zb/Screenshot%202015-06-10%2000.44.52.png?dl=0

My plan is to replace Flash with this new JSON based format and to replace Actionscript with Lua.
The menu is almost entirely written in C++ like in Q3A. However the sprite definitions are defined using Flash. Those can be defined easily by Blender.
There is almost zero Actionscript logic behind it. I know it because I wrote a P-Code -> Actionscript reverse enginering tool inside BFG.

I also have a .bswf -> Flash converter in the works but it is also not complete:
https://www.dropbox.com/s/8sdnaejpgig8mxs/Screenshot%202015-06-10%2017.49.19.png?dl=0

I can understand why they replaced the .gui stuff for the main menus. It was a huge mess.
#38
The good old modding days with complete C++ SDKs are simply over. id Software, Ritual Games, Raven Software and many other studios who supported modding are not in the position to make a decision wether to release source or not.
It was quite amazing how Raven Software rushed out the JK2 and JKA sources before the game was over.
An old friend moved to id Software and he told me that Doom SnapMap is the attempt to revive modding because it is sad that gamers are not longer interested in a new game for more than 1 month.
#39
That can happen quite often with research demos that don't enable vsync :D
You need a better power supply and it will be fixed.

Dunno ffao does not look really special but the implementation seems to be complicated and requires cuda.
#41
No I think the G-Buffer is only used for the indirect lighting term. It is the first technique that runs within 3 milliseconds here. All other realtime GI demos ran like shit on my system.
#43
I think this realtime GI technique is very cool and it is way faster than voxel cone tracing

https://www.youtube.com/watch?v=SXEDMv6VaSc
#44
Concerning lightmaps ... this is Q3A/XreaL style vertex lighting that I added for the mobile path

http://imgur.com/a/wPFV5
#45
Quote from: motorsep on July 29, 2015, 11:12:42 AM
I'd like to see id Tech 4 / BFG getting any reasonable real-time GI solution any time soon, optimized to run well on average PC. It ain't gonna happen. Even shadow mapping in BFG has quite a few issues tr3b hasn't been able to solve. There is a good chance that engine has to be rewritten in parts to accommodate, properly, modern real-time GI.

Guys, buy me time or use Unreal 4 :)

https://www.patreon.com/RobertBeckebans